New map editor, why?

New map editor, why?

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

Moderator: Moderators

Locked
User avatar
jj
Posts: 273
Joined: 01 Apr 2006, 19:03

New map editor, why?

Post by jj »

Create a map editor (SJ)
The current mapconv program is very limited and only allow compiling maps from already created data.
Create a real mapeditor to allow editing of spring maps.
A New graphical map editor is cool, but then everyone can spam maps to the community and i dont have a 100 Pbyte harddrive, IaMaCuP dont have a glassfiber connection to host it

I dont know what type of map editor this will be, if it is one that makes only some modifications to an existing map, send those modifications (maybe 10 kb) to other people in the battle screen, then the map editor of the other people makes the same modification and it will only be kept on the harddrive for one game then it would be really really cool.

i'm just guessing...

We are not God, we cant create millions and millions of maps, a neverending universe shared for the people, like He did
User avatar
Drone_Fragger
Posts: 1341
Joined: 04 Dec 2005, 15:49

Post by Drone_Fragger »

So...

Whats your point?

just because someone made a map, doesn't mean it has to be hosted you know.
User avatar
SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

I interpret what you are saying as "Don't make mapmaking esier because then any idiot will be able to make a map and we will have too many maps." If this is what you are saying I have an awful lot of "nothing nice to say" in your direction.
hawkki
Posts: 222
Joined: 01 Jan 2006, 19:47

Post by hawkki »

SinbadEV wrote:I interpret what you are saying as "Don't make mapmaking esier because then any idiot will be able to make a map and we will have too many maps." If this is what you are saying I have an awful lot of "nothing nice to say" in your direction.
:D
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

I think Buggi's working on an editor for JC's new map format. Considering the largest of the maps in that format shouldn't be more than 10 MB, many being considerably less, plus the ability to package in some basic tilesets (grass, mars, etc) with the installer, it shouldn't be quite as much of a problem as the current format. It might drive up the installer and the "basic" installation sizes up a bit, but it'd be saving space and bandwidth in the long run.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Many 30-60MB maps could be remade in under 1MB.

I'd say the collective 9/10GB of maps we currently have would be 1-200MB at max in the new format if not smaller.
User avatar
Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

I am?

<_<

>_>

:D

HA! Yeah, I'm trying anyway. PPL's have to stop adding features so I can get a feature lock on things. >_<

grrr....
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

The current map format is wildly inefficient. Basically an average map is a colossal 20,000+ pixel texture with some tree coordinates and such.

Change that to a descriptor file telling where to find the textures and a small (less than 1000x1000 pixels for the largest maps) grayscale image similar to the way typemaps currently work and you've got a rough idea where JC is going with this new map format. You could easily download 10 maps (an extreme-low estimate, 30-50 is probably more accurate) and have used the same amount of bandwidth as downloading a large current-format one.

Not only that, but mappers won't be stuck with randomly placed trees, features, and vents anymore. Making trees/features/vents appear properly can often require more time than designing the map itself. You have to recompile it every time you make a minor change. Finally, people who want to make maps but can't because they don't have the necessary software/knowhow will be able to. A lot of OTA designers might decide to try their hand at the new engine, too. Expect a massive rush of crappy unplayable maps designed by idiots, followed by a trickle of higher-quality maps than you've ever seen before.
User avatar
Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

JJ you should stop spewing concentrated fail. :roll:
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

JJ you have a lot of gall saying this bullcrap.

You are made of Fail, speedmetalmaker.
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Nothing to see here, move along.
Locked

Return to “Engine”